#include "MobManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "ItemManager.hpp" #include "MissionManager.hpp" #include #include std::map MobManager::Mobs; void MobManager::init() { REGISTER_SHARD_TIMER(step, 200); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd); REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff); } void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC)); resp->iNPCCnt = pkt->iNPCCnt; for (int i = 0; i < pkt->iNPCCnt; i++) { if (Mobs.find(pktdata[i]) == Mobs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl; return; } Mob *mob = Mobs[pktdata[i]]; int damage = hitMob(sock, mob, 100); respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade } sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen); // a bit of a hack: these are the same size, so we can reuse the response packet assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs)); sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen); } void MobManager::npcAttackPc(Mob *mob) { // player pointer has already been validated Player *plr = PlayerManager::getPlayer(mob->target); const size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + sizeof(sAttackResult); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf; sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs)); plr->HP += (int)mob->data["m_iPower"]; // already negative pkt->iNPC_ID = mob->appearanceData.iNPC_ID; pkt->iPCCnt = 1; atk->iID = plr->iID; atk->iDamage = -(int)mob->data["m_iPower"]; atk->iHP = plr->HP; atk->iHitFlag = 2; mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen); PlayerManager::sendToViewable(mob->target, (void*)&pkt, P_FE2CL_NPC_ATTACK_PCs, resplen); if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; } } void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub void MobManager::giveReward(CNSocket *sock) { Player *plr = PlayerManager::getPlayer(sock); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); // we know it's only one trailing struct, so we can skip full validation uint8_t respbuf[resplen]; // not a variable length array, don't worry sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf; sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM)); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // update player plr->money += 50; MissionManager::updateFusionMatter(sock, 70); // simple rewards reward->m_iCandy = plr->money; reward->m_iFusionMatter = plr->fusionmatter; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this int slot = ItemManager::findFreeSlot(plr); if (slot == -1) { // no room for an item, but you still get FM and taros reward->iItemCnt = 0; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM)); } else { // item reward item->sItem.iType = 9; item->sItem.iID = 1; item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player plr->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } } int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) { // cannot kill mobs multiple times; cannot harm retreating mobs if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) { return 0; // no damage } if (mob->state == MobState::ROAMING) { assert(mob->target == nullptr); mob->target = sock; mob->state = MobState::COMBAT; mob->nextMovement = getTime(); } mob->appearanceData.iHP -= damage; // wake up sleeping monster // TODO: remove client-side bit somehow mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ; if (mob->appearanceData.iHP <= 0) killMob(mob->target, mob); return damage; } void MobManager::killMob(CNSocket *sock, Mob *mob) { mob->state = MobState::DEAD; mob->target = nullptr; mob->appearanceData.iConditionBitFlag = 0; mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step? giveReward(sock); MissionManager::mobKilled(sock, mob->appearanceData.iNPCType); mob->despawned = false; } void MobManager::deadStep(Mob *mob, time_t currTime) { // despawn the mob after a short delay if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) { mob->despawned = true; INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); // if it was summoned, remove it permanently if (mob->summoned) { std::cout << "[INFO] Deallocating killed summoned mob" << std::endl; NPCManager::removeNPC(mob->appearanceData.iNPC_ID); return; } } if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100) return; std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl; mob->appearanceData.iHP = mob->maxHealth; mob->state = MobState::ROAMING; INITSTRUCT(sP_FE2CL_NPC_NEW, pkt); pkt.NPCAppearanceData = mob->appearanceData; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW)); } void MobManager::combatStep(Mob *mob, time_t currTime) { assert(mob->target != nullptr); // sanity check: did the target player lose connection? if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) { mob->target = nullptr; mob->state = MobState::RETREAT; return; } Player *plr = PlayerManager::getPlayer(mob->target); // did something else kill the player in the mean time? if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; return; } int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY); /* * If the mob is close enough to attack, do so. If not, get closer. * No, I'm not 100% sure this is how it's supposed to work. */ if (distance <= (int)mob->data["m_iAtkRange"]) { // attack logic if (mob->nextAttack == 0) { mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; // I *think* this is what this is npcAttackPc(mob); } else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) { mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100; npcAttackPc(mob); } } else { // movement logic if (mob->nextMovement != 0 && currTime < mob->nextMovement) return; mob->nextMovement = currTime + (int)mob->data["m_iDelayTime"] * 100; int speed = mob->data["m_iRunSpeed"]; // halve movement speed if snared if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED) speed /= 2; auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y, speed); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = speed; pkt.iToX = mob->appearanceData.iX = targ.first; pkt.iToY = mob->appearanceData.iY = targ.second; pkt.iToZ = mob->appearanceData.iZ; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } // retreat if kited too far distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY); if (distance >= mob->data["m_iCombatRange"]) { mob->target = nullptr; mob->state = MobState::RETREAT; } } /* * TODO: precalculate a path, lerp through it, repeat. * The way it works right now, mobs only move around a little bit. This will result * in more natural movement, and will mesh well with pre-calculated paths (for Don Doom, * Bad Max, etc.) once those have been made. */ void MobManager::roamingStep(Mob *mob, time_t currTime) { // some mobs don't move (and we mustn't divide/modulus by zero) if (mob->idleRange == 0) return; if (mob->nextMovement != 0 && currTime < mob->nextMovement) return; int delay = (int)mob->data["m_iDelayTime"] * 1000; mob->nextMovement = currTime + delay/2 + rand() % (delay/2); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); int xStart = mob->spawnX - mob->idleRange/2; int yStart = mob->spawnY - mob->idleRange/2; int farX = xStart + rand() % mob->idleRange; int farY = yStart + rand() % mob->idleRange; int speed = mob->data["m_iWalkSpeed"]; // halve movement speed if snared if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED) speed /= 2; auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, farX, farY, speed); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = speed; pkt.iToX = mob->appearanceData.iX = targ.first; pkt.iToY = mob->appearanceData.iY = targ.second; pkt.iToZ = mob->appearanceData.iZ; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } void MobManager::retreatStep(Mob *mob, time_t currTime) { // distance between spawn point and current location int distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY); if (distance > mob->data["m_iIdleRange"]) { INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->spawnX, mob->spawnY, mob->data["m_iRunSpeed"]); pkt.iNPC_ID = mob->appearanceData.iNPC_ID; pkt.iSpeed = mob->data["m_iRunSpeed"]; pkt.iToX = mob->appearanceData.iX = targ.first; pkt.iToY = mob->appearanceData.iY = targ.second; pkt.iToZ = mob->appearanceData.iZ; // notify all nearby players NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } // if we got there if (distance <= mob->data["m_iIdleRange"]) { mob->state = MobState::ROAMING; mob->appearanceData.iHP = mob->maxHealth; mob->killedTime = 0; mob->nextAttack = 0; mob->appearanceData.iConditionBitFlag = 0; } } void MobManager::step(CNServer *serv, time_t currTime) { for (auto& pair : Mobs) { int x = pair.second->appearanceData.iX; int y = pair.second->appearanceData.iY; // skip chunks without players if (!ChunkManager::inPopulatedChunks(x, y)) continue; // skip mob movement and combat if disabled if (!settings::SIMULATEMOBS && pair.second->state != MobState::DEAD) continue; // skip attack/move if stunned or asleep if (pair.second->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ) && (pair.second->state == MobState::ROAMING || pair.second->state == MobState::COMBAT)) continue; switch (pair.second->state) { case MobState::INACTIVE: // no-op break; case MobState::ROAMING: roamingStep(pair.second, currTime); break; case MobState::COMBAT: combatStep(pair.second, currTime); break; case MobState::RETREAT: retreatStep(pair.second, currTime); break; case MobState::DEAD: deadStep(pair.second, currTime); break; } } } /* * Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and * only returns the first step, since the rest will need to be recalculated anyway if chasing player. */ std::pair MobManager::lerp(int x1, int y1, int x2, int y2, int speed) { std::pair ret = {}; int distance = hypot(x1 - x2, y1 - y2); int lerps = distance / speed; // interpolate only the first point float frac = 1.0f / (lerps+1); ret.first = (x1 * (1.0f - frac)) + (x2 * frac); ret.second = (y1 * (1.0f - frac)) + (y2 * frac); return ret; }